Пример #1
0
        public bool UpdateAgentTransform(AffineTransform agentTransform)
        {
            if (GoalReached)
            {
                return(false);
            }

            float3 nextControlPointPos = pathSpline.segments[nextControlPoint].OutPosition;
            float  controlPointRadius  = nextControlPoint >= NumControlPoints - 1 ? navParams.finalControlPointRadius : navParams.intermediateControlPointRadius;

            if (math.distancesq(agentTransform.t, nextControlPointPos) <= controlPointRadius * controlPointRadius)
            {
                ++nextControlPoint;
                if (GoalReached)
                {
                    return(false);
                }
            }

            // use agent transform as first control point of the spline (starting from nextControlPoint, segments before are discarded)
            HermitCurve segment = pathSpline.segments[nextControlPoint];

            segment = HermitCurve.Create(
                agentTransform.t,
                agentTransform.Forward,
                segment.OutPosition,
                segment.OutTangent,
                navParams.pathCurvature);

            pathSpline.segments[nextControlPoint] = segment;

            return(true);
        }
Пример #2
0
        public void BuildSpline(float3 inPosition, float3 inTangent, NativeArray <float3> controlPoints, float3 outTangent, float curvature)
        {
            int pointCount   = controlPoints.Length + 1;
            int segmentCount = pointCount - 1;

            segments[0] = HermitCurve.Create(
                inPosition,
                inTangent,
                controlPoints[0],
                segmentCount == 1 ? outTangent : (controlPoints[1] - inPosition),
                curvature);

            for (int i = 1; i < segmentCount; ++i)
            {
                float3 previousPoint = i == 1 ? inPosition : controlPoints[i - 2];

                float3 segmentInTangent  = controlPoints[i] - previousPoint;
                float3 segmentOutTangent = i == (segmentCount - 1) ? outTangent : (controlPoints[i + 1] - controlPoints[i - 1]);

                segments[i] = HermitCurve.Create(
                    controlPoints[i - 1],
                    segmentInTangent,
                    controlPoints[i],
                    segmentOutTangent,
                    curvature);
            }
        }
        public static HermitCurve Create(float3 inPos, float3 inTangent, float3 outPos, float3 outTangent, float curvature)
        {
            float length = math.distance(inPos, outPos);

            HermitCurve curve = new HermitCurve()
            {
                p0 = inPos,
                p1 = outPos,
                m0 = math.normalizesafe(inTangent, float3.zero) * math.min(length, curvature),
                m1 = math.normalizesafe(outTangent, float3.zero) * math.min(length, curvature)
            };

            curve.subdivs = math.max((int)math.floor(length / SubdivLength), 3);
            curve.ComputeCurveLength();

            return(curve);
        }